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-pdp 0.13 design layers + components
------------------------------------
-
-from version 0.13 onwards, pdp is no longer just a pd plugin but a
-standalone unix library (libpdp). this documents is an attempt to
-describe the design layers.
-
-A. PD INTERFACE
----------------
-
-on the top level, libpdp is interfaced to pd using a glue layer which
-consists of
-
-1. pdp/dpd protocols for pd
-2. process queue
-3. base classes for pdp/dpd
-4. some small utility pd objects
-5. pd specific interfaces to part of pdp core
-6. pdp_console
-7. pd object interface to packet forth (pdp object)
-
-
-1. is the same as previous versions to ensure backwards compatibility in
-pd with previous pdp modules and extensions that are written as pd
-externs or external libs. this includes parts of pdp that are not yet
-migrated to libpdp (some of them are very pd specific and will not be
-moved to libpdp), and pidip. if you intend to write new modules, it is
-encouraged to use the new forth based api, so your code can be part of
-libpdp to use it in other image processing applications.
-
-2. is considered a pd part. it implements multithreading of pdp inside
-pd. multithreading is considered a host interface part, since it usually
-requires special code.
-
-3. the base classes (pd objects) for pdp image processing remain part of
-the pd<->pdp layer. the reason is the same as 1. a lot of the original
-pd style pdp is written as subclasses of the pdp_base, pdp_image_base,
-dpd_base and pdp_3dp_base classes. if you need to write pd specific
-code, it is still encouraged to use these apis, since they eliminate a
-lot of red tape involving the pdp protocol. a disadvantage is that this
-api is badly documented, and the basic api (1.) is a lot simpler to
-learn and documented. 3dp is supposed to merge to the new forth api,
-along with the image/video processing code.
-
-4. is small enough to be ignored here
-
-5. includes interfaces to thread system and type conversion system +
-some pd specific stuff using 1. or 3.
-
-6. the console interface to the pdp core, basicly a console for a
-forth like language called packet forth which is pdp's main scripting
-language. it's inteded for develloping and testing pdp but it can be
-used to write controllers for pd/pdp/... too. this is based on 1.
-
-7. is the main link between the new libpdp and pd. it is used to
-instantiate pdp processors in pd which are written in the packet forth.
-i.e. to create a mixer, you instantiate a [pdp mix] object, which would
-be the same as the previous [pdp_mix] object. each [pdp] object creates
-a forth environment, which is initialized by calling a forth init
-method. [pdp mix] would call the forth word init_mix to create the local
-environment for the mix object. wrappers will be included for backward
-compatibility when the image processing code is moved to libpdp.
-
-
-B. PDP SYSTEM CODE
-------------------
-
-1. basic building blocks: symbol, list, memory manager
-2. packet implementation (packet class and reuse queue)
-3. packet type conversion system
-4. os interface (X11, net, png, ...)
-5. packet forth
-6. additional libraries
-
-
-1. pdp makes intensive use of symbols and lists (trees, stacks, queues).
-pdp's namespace is built on the symbol implementation. a lot of other
-code uses the list
-
-2. the pdp packet model is very simple. basicly nothing more than
-constructors (new, copy, clone), destructors (mark_unused (for reuse
-later), delete). there is no real object model for processors. this is a
-conscious decision. processor objects are implemented as packet forth
-processes with object state stored in process data space. this is enough
-to interface the functionality present in packet forth code to any
-arbitrary object oriented language or system.
-
-3. each packet type can register conversion methods to other types. the
-type conversion system does the casting. this is not completely finished
-yet (no automatic multistage casting yet) but most of it is in place and
-usable. no types without casts.
-
-4. os specific modules for input/output. not much fun here..
-
-5. All of pdp is glued together with a scripting language called packet
-forth. This is a "high level" forth dialect that can operate on floats,
-ints, symbols, lists, trees and packets. It is a "fool proof" forth,
-which is polymorphic and relatively robust to user errors (read: it
-should not crash or cause memory leaks when experimenting). It is
-intended to serve as a packet level glue language, so it is not very
-efficient for scalar code. This is usually not a problem, since packet
-operations (esp. image processing) are much more expensive than a this
-thin layer of glue connecting them.
-
-All packet operations can be accessed in the forth. If you've ever
-worked with HP's RPN calculators, you can use packet forth. The basic
-idea is to write objects in packet forth that can be used in pd or in
-other image processing applications. For more information on packet
-forth, see the code (pdp_forth.h, pdp_forth.c and words.def)
-
-6. opengl lib, based on dpd (3.) which will be moved to packet forth
-words and the cellular automata lib, which will be moved to
-vector/slice forth later.
-
-
-C. LOW LEVEL CODE
------------------
-
-All the packet processing code is (will be) exported as packet forth
-words. This section is about how the code exported by those words is
-structured.
-
-C.1 IMAGE PROESSING: VECTOR FORTH
-
-Eventually, image operations need to be implemented, and in order
-to do this efficiently, both codewize (good modularity) as execution speed
-wize, i've opted for another forth. DSP and forth seem to mix well, once
-you get the risc pipeline issues out of the way. And, as a less rational
-explanation, forth has this magic kind of feel, something like art..
-well, whatever :)
-
-As opposed to the packet forth, this is a "real" lowlevel forth
-optimized for performance. Its reason of being is the solution of 3
-problems: image processing code factoring, quasi optimal processor
-pipeline & instruction usage, and locality of reference for maximum
-cache performance. Expect crashes when you start experimenting with
-this. It's really nothing more than a fancy macro assembler. It has no
-safety belts. Chuck Moore doctrine..
-
-The distinction between the two forths is at first sight not a good
-example of minimizing glue layers. I.e. both systems (packet script
-forth and low level slice forth) are forths in essence, requiring
-(partial) design duplication. Both implementations are however
-significantly different which justified this design duplication.
-
-Apart from the implementation differences, the purpose of both languages
-is not the same. This requires the designs of both languages to be
-different in some respect. So, with the rule of "do everything right
-once" in mind, this small remark tries to justify the fact that forth !=
-forth.
-
-The only place where apparent design correspondence (the language model)
-is actually used is in the interface between the packet forth and the
-slice forth.
-
-The base forth is an ordinary minimal 32bit (or machine word
-lenght) subroutine threaded forth, with a native code kernel for
-i386/mmx, a portable c code kernel and room for more native code kernels
-(i.e i386/sse/sse2/3dnow, altivec, dsp, ...) Besides support for native
-machine words bit ints and pointers, no floats, since they clash with
-mmx, are not needed for the fixed point image type, and can be
-implemented using other vector instructions when needed), support for
-slices and a separate "vector stack".
-
-Vectors are the native machine vectors, i.e. 64bit for mmx/3dnow,
-128bit for sse/sse2, or anything else. The architecture is supposed to
-be open. (I've been thinking to add a block forth, operating on 256bit
-blocks to eliminate pipeline issues). Blocks are just blocks of vectors
-which are used as a basic loop unrolling data size grain for solving
-pipeline operations in slice processing words.
-
-Slices are just arrays of blocks. In the mmx forth kernel, they can
-represent 4 scanlines or a 4 colour component scanline, depending on how
-they are fed from packet data. Slices can be anything, but right now,
-they're just scanlines. The forth kernel has a very simple and efficient
-(branchless) reference count based memory allocator for slices. This
-slice allocator is also stack based which ensures locality of reference:
-a new allocated slice is the last deallocated slice.
-
-The reason for this obsession with slices is that a lot of video
-effects can be chained on the slice level (scanline or bunch of
-scanlines), which improves speed through more locality of reference. In
-concreto intermediates are not flushed to slower memory. The same
-principles can be used to do audio dsp, but that's for later.
-
-The mmx forth kernel is further factored down following another
-virtual machine paradigm. After doing some profiling, i came to the
-conclusion that the only, single paradigm way of writing efficient
-vector code on today's machines is multiple accumulators to avoid
-pipeline stalls. The nice thing about image processing is that it
-parallellizes easily. Hence the slice/block thing. This leads to the
-1-operand virtual machine concept for the mmx slice operations. The
-basic data size is one 4x4 pixel block (16bit pixels), which is
-implemented as asm macros in mmx-sliceops-macro.s and used in
-mmx-sliceops-code.s to build slice operations. The slice operations are
-built out of macro instructions for this 256bit or 512bit, 2 or 1
-register virtual machine which has practically no pipeline delays
-between its instructions.
-
-Since the base of sliceforth is just another forth, it could be that
-(part of) 3dp will be implemented in this lowlevel forth too, if
-performance dictates it. It's probably simpler to do it in the lowlevel
-forth than the packet forth anyway, in the form of cwords.
-
-C.2: MATRIX PROCESSING: LIBGSL
-
-All matrix processing packet forth words are (will be) basicly wrappers
-around gsl library calls. Very straightforward.
-
-C.3: OPENGL STUFF
-
-The same goes for opengl. The difference here is that it uses the dpd
-protocol in pdp, which is more like the Gem way of doing things. The
-reason for this is that, although i've tried hard to avoid it, opengl
-seems to dictate a drawing context based, instead of an object based way
-of working. So processing is context (accumulator) based. Packet forth
-will probably get some object oriented, or context oriented feel when
-this is implemented.
-
-
-
-